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* ''VideoGame/HalfLife'':

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* ''VideoGame/HalfLife'':''VideoGame/HalfLife'' series:


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** ''VideoGame/HalfLifeAlyx'': The very first thing you're treated to after the introductory text fades out is an expansive view of City 17 and the incomplete Citadel from Alyx's rooftop hideout.
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This is especially common in [[WideOpenSandbox open world games]], since they have a tendency towards large open spaces to begin with. It will typically come immediately after completing the tutorial or starting area and may feature a striking shot of several [[NoticeThis important landmarks]] [[OpeningTheSandbox to give the player a good idea of where to go first]].

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This is especially common in [[WideOpenSandbox open world games]], since they have a tendency towards large open spaces to begin with. It will typically come immediately after completing the tutorial or starting area and may feature a striking shot of several [[NoticeThis [[HighlyVisibleLandmark important landmarks]] to [[OpeningTheSandbox to give the player a good idea of where to go first]].
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Compare CrowsNestCartography, which is more of a mechanic that allows the player to see points of interest, but still may involve showing off the game's world from high up. May involve a SceneOfWonder if the character reacts to a spectacular view. Contrast ScenicTourLevel, which is when a more linear game takes you through a more scenic level either to show off the visuals of the game in question and/or give you a taste of the environment. [[JustForFun/IThoughtItMeant Has nothing to do]] with [[UsefulNotes/MicrosoftWindows Windows Vista]].

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Compare CrowsNestCartography, which is more of a mechanic that allows the player to see points of interest, but still may involve showing off the game's world from high up. May involve a SceneOfWonder if the character reacts to a spectacular view. Contrast ScenicTourLevel, which is when a more linear game takes you through a more scenic level either to show off the visuals of the game in question and/or give you a taste of the environment. [[JustForFun/IThoughtItMeant Has nothing to do]] with [[UsefulNotes/MicrosoftWindows [[Platform/MicrosoftWindows Windows Vista]].



* ''VideoGame/{{ULTRAKILL}}'': 2-1 features a long, enclosed corridor and upward shaft that V1 fights its way through before arriving on a huge platform overlooking the layer of Lust, with the Corpse of King Minos looming in the distance. It's accomplished with {{Retraux}} UsefulNotes/PlayStation-style graphics, so there's not much to see visually, but the depth and scale of what the player is seeing accomplishes the same effect.

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* ''VideoGame/{{ULTRAKILL}}'': 2-1 features a long, enclosed corridor and upward shaft that V1 fights its way through before arriving on a huge platform overlooking the layer of Lust, with the Corpse of King Minos looming in the distance. It's accomplished with {{Retraux}} UsefulNotes/PlayStation-style Platform/PlayStation-style graphics, so there's not much to see visually, but the depth and scale of what the player is seeing accomplishes the same effect.



* ''VideoGame/UnrealI'' features scenic vistas designed to boast the graphical capabilities of the UsefulNotes/UnrealEngine:

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* ''VideoGame/UnrealI'' features scenic vistas designed to boast the graphical capabilities of the UsefulNotes/UnrealEngine:MediaNotes/UnrealEngine:
Willbyr MOD

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[[caption-width-right:350:This is only a small taste of what this game will show you.]]
%%
%% Caption selected per above IP thread. Please do not replace or remove without further discussion in the Caption Repair thread:
%% https://tvtropes.org/pmwiki/posts.php?discussion=1404492079030138900


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[[quoteright:350:[[VideoGame/TheLegendOfZeldaBreathOfTheWild https://static.tvtropes.org/pmwiki/pub/images/zelda_07.jpg]]]]
[[caption-width-right:350:"[[VideoGame/TheElderScrollsVSkyrim You see that mountain? You can climb it]]."]]

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[[quoteright:350:[[VideoGame/TheLegendOfZeldaBreathOfTheWild %%
%% Image selected per Image Pickin' thread: https://tvtropes.org/pmwiki/posts.php?discussion=17017304410.90427400
%% Please don't change or remove without starting a new thread.
%%
[[quoteright:350:[[VideoGame/{{Hob}}
https://static.tvtropes.org/pmwiki/pub/images/zelda_07.jpg]]]]
[[caption-width-right:350:"[[VideoGame/TheElderScrollsVSkyrim You see that mountain? You can climb it]]."]]
org/pmwiki/pub/images/hobvista_4.png]]]]
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* ''VideoGame/ANNOMutationem'': On the first visit to an apartment building in [[NeonCity Noctis City]], Ann looks out over an outdoor viewing on the rooftop, giving an entire view of the city and the [[PostCyberpunk setting]] itself, complete with the [[InSceneTitleText main title appearing]].



* In ''VideoGame/TheLegendOfHeroesTrailsOfColdSteel'' III and IV, you can take landscape photos at certain points to send in for rewards.

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* In ''VideoGame/TheLegendOfHeroesTrailsOfColdSteel'' III ''VideoGame/TheLegendOfHeroesTrailsOfColdSteel III'' and IV, ''IV'', you can take landscape photos at certain points to send in for rewards.



** In ''VideoGame/TheLegendOfZeldaBreathOfTheWild'', we get a sweeping shot of the Great Plateau when Link leaves the Shrine of Resurrection. Since Link has amnesia, this is again a whole new world to him.

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** In ''VideoGame/TheLegendOfZeldaBreathOfTheWild'', we get a sweeping shot of the Great Plateau occurs when Link leaves the Shrine of Resurrection. Since Link has amnesia, this is again a whole new world to him.



* ''Videogame/MetroidPrimeTrilogy'' generally adds a cutscene every time a new area is visited for the first time. Of particular note in their SceneryPorn value are the cutscenes for Sanctuary Fortress in Videogame/MetroidPrime2 and for Elysia in Videogame/MetroidPrime3.

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* ''VideoGame/MasterDetectiveArchivesRainCode'': In the prologue, Yakou takes Yuma to the rooftop of an abandoned building to give him an overlook of Kanai Ward with the city itself being displayed promptly from a scenery shot.
* ''Videogame/MetroidPrimeTrilogy'' generally adds a cutscene every time a new area is visited for the first time. Of particular note in their SceneryPorn value are the cutscenes for Sanctuary Fortress in Videogame/MetroidPrime2 ''VideoGame/MetroidPrime2Echoes'' and for Elysia in Videogame/MetroidPrime3.''VideoGame/MetroidPrime3Corruption''.



* ''VideoGame/SniperElite4'': Upon reaching the clock tower ruins in the "San Celini Island" mission, Karl, and by extension, the player, is given an excellent view of the rest of the beautiful island, which of course shows most of the targets and objectives of the rest of the map, and also establishes how much bigger the maps in this game are compared to its predecessor.
* ''VideoGame/SniperElite5'': The opening section of "Spy Academy" showcases just how massive and beautiful the island of Beaumont-Saint Denis is, which in this case covers 3/4th of the map.

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* ''VideoGame/SniperElite'':
**
''VideoGame/SniperElite4'': Upon reaching the clock tower ruins in the "San Celini Island" mission, Karl, and by extension, the player, is given an excellent view of the rest of the beautiful island, which of course shows most of the targets and objectives of the rest of the map, and also establishes how much bigger the maps in this game are compared to its predecessor.
* ** ''VideoGame/SniperElite5'': The opening section of "Spy Academy" showcases just how massive and beautiful the island of Beaumont-Saint Denis is, which in this case covers 3/4th of the map.



* ''VideoGame/XenobladeChronicles1'':
** ''VideoGame/XenobladeChronicles3'': Every time you reach a new area, the game gives a brief cutscene of SceneryPorn with the name of the region.

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* ''VideoGame/XenobladeChronicles1'':
** ''VideoGame/XenobladeChronicles3'':
''VideoGame/XenobladeChronicles'': Every time you reach a new area, the game gives a brief cutscene of SceneryPorn with the name of the region.
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** ''VideoGame/HalfLife1'': The Surface Tension chapter has you crawl out of a pipe and onto a sheer cliff face of a desert canyon, which is the most expansive bit of scenery you'll see until you hit Xen. With every remake the beauty of the vista only grew in scope and detail. ''VideoGame/BlackMesaSource'' properly gave this treatment to the first glimpse of Xen as well.

to:

** ''VideoGame/HalfLife1'': The Surface Tension chapter has you crawl out of a pipe and onto a sheer cliff face of a desert canyon, which is the most expansive bit of scenery you'll see until you hit Xen. With every remake the beauty of the vista only grew in scope and detail. ''VideoGame/BlackMesaSource'' ''VideoGame/BlackMesa'' properly gave this treatment to the first glimpse of Xen as well.

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%%* ''Franchise/AssassinsCreed'' is a natural pick, largely thanks to its abundance of climbable towers. 2 and Unity feature this trope prominently in their intros.
* ''VideoGame/BioShock'':
** ''VideoGame/Bioshock1'': After Andrew Ryan concludes his "I chose Rapture" speech in the bathysphere, the player is treated to the first sight of the underwater city of Rapture, as a whale swims by and a giant squid shoots past.
** ''VideoGame/Bioshock2'' opens with a more standard version, where Delta walks over a small underwater hill to see Rapture in complete and utter ruins, a shadow of what it looked like in the first game.
** ''VideoGame/BioshockInfinite'' introduces Columbia in a manner [[AlternateUniverse deliberately very similar to the first game]], with an airship flying past Booker's capsule in the exact same way a whale did back in ''VideoGame/BioShock''.

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%%* ''Franchise/AssassinsCreed'' is a natural pick, largely thanks to its abundance of climbable towers. 2 and Unity feature this trope prominently in their intros.
intros. %%Example needs context to make sense on its own.
* ''VideoGame/BioShock'':
''VideoGame/BioShock'':
** ''VideoGame/Bioshock1'': ''VideoGame/BioShock1'': After Andrew Ryan concludes his "I chose Rapture" speech in the bathysphere, the player is treated to the first sight of the underwater city of Rapture, as a whale swims by and a giant squid shoots past.
** ''VideoGame/Bioshock2'' ''VideoGame/BioShock2'' opens with a more standard version, where Delta walks over a small underwater hill to see Rapture in complete and utter ruins, a shadow of what it looked like in the first game.
** ''VideoGame/BioshockInfinite'' introduces Columbia in a manner [[AlternateUniverse deliberately very similar to the first game]], with an airship flying past Booker's capsule in the exact same way a whale did back in ''VideoGame/BioShock''.''VideoGame/BioShock1''.



** The massive GameMod project, ''VideoGame/BeyondSkyrim'', features one in its ''Bruma'' pre-release. As the player-character crosses the border to Cyrodiil at Pale Pass, and makes their way down from the Jerall Mountains, the player is treated to the sight of the lush and green Nibenay Valley stretching out in the lowlands before you, with Lake Rumare and the Imperial City at its center, and the red mountains marking the border to Elsweyr being just barely visible in the far distance, hinting at the scope the ''Beyond Skyrim'' project will have once it's done.

to:

** The massive GameMod project, ''VideoGame/BeyondSkyrim'', features one in its ''Bruma'' pre-release. As the player-character player character crosses the border to Cyrodiil at Pale Pass, and makes their way down from the Jerall Mountains, the player is treated to the sight of the lush and green Nibenay Valley stretching out in the lowlands before you, with Lake Rumare and the Imperial City at its center, and the red mountains marking the border to Elsweyr being just barely visible in the far distance, hinting at the scope the ''Beyond Skyrim'' project will have once it's done.



* ''VideoGame/HalfLife'': The Surface Tension chapter has you crawl out of a pipe and onto a sheer cliff face of a desert canyon, which is the most expansive bit of scenery you'll see until you hit Xen. With every remake the beauty of the vista only grew in scope and detail.
** ''VideoGame/BlackMesaSource'' properly gave this treatment to the first glimpse of Xen as well.

to:

* ''VideoGame/HalfLife'': ''VideoGame/HalfLife'':
** ''VideoGame/HalfLife1'':
The Surface Tension chapter has you crawl out of a pipe and onto a sheer cliff face of a desert canyon, which is the most expansive bit of scenery you'll see until you hit Xen. With every remake the beauty of the vista only grew in scope and detail.
**
detail. ''VideoGame/BlackMesaSource'' properly gave this treatment to the first glimpse of Xen as well.



* ''VideoGame/HorizonForbiddenWest'': Unusually for an open-world game, this actually occurs in the starting area. After her [[ShaggyDogStory escapade at the Far Zenith spaceport trying to find a GAIA kernel]], Aloy takes the huge Oseram elevator down into the Daunt, a narrow but beautiful and secluded valley that represents the very edge of Carja territory. The player can likely see all the way to Barren Light at the border of the Utaru territory from that high above, and the elevator ride's conclusion represents the first time they are truly cut loose and are free to explore the world.
* In ''[[VideoGame/{{KingdomHearts02BirthBySleepAFragmentaryPassage}} Kingdom Hearts 0.2: A Fragmentary Passage]]'', to get trophy nr. 24, the player has to reach the uppermost spot of Castle Town (a part of Cinderella's world). Upon reaching it, the camera pans out to show an aerial view of the town, then pans in to focus on the castle, as seen [[https://www.youtube.com/watch?v=RzbFkFwQyAk here (around 08:40 mark)]].

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* ''VideoGame/{{Hob}}'' features several spots where the player character can sit down to enjoy scenic views. They even get marked on the map.
* ''VideoGame/HorizonForbiddenWest'': Unusually for an open-world game, this actually occurs in the starting area. After her [[ShaggyDogStory escapade at the Far Zenith spaceport trying to find a GAIA kernel]], Aloy takes the huge Oseram elevator down into the Daunt, a narrow but beautiful and secluded valley that represents the very edge of Carja territory. The player can likely see all the way to Barren Light at the border of the Utaru territory from that high above, and the elevator ride's conclusion represents the first time they are truly cut loose and are free to explore the world.
* In ''[[VideoGame/{{KingdomHearts02BirthBySleepAFragmentaryPassage}} Kingdom Hearts 0.2: A Fragmentary Passage]]'', ''VideoGame/KingdomHearts02BirthBySleepAFragmentaryPassage'', to get trophy nr. 24, the player has to reach the uppermost spot of Castle Town (a part of Cinderella's world). Upon reaching it, the camera pans out to show an aerial view of the town, then pans in to focus on the castle, as seen [[https://www.youtube.com/watch?v=RzbFkFwQyAk here (around 08:40 mark)]].



* In ''VideoGame/TheLegendOfHeroesTrailsOfColdSteel'' III and IV, you can take landscape photos at certain points to send in for rewards.



** In ''VideoGame/TheLegendOfZeldaBreathOfTheWild'', we get a sweeping shot of the Great Plateau when Link leaves the Shrine of Resurrection. Since Link has amnesia, this is again a whole new world to him. The page picture has Link further Southwest, with the Great Plateau visible on his left.

to:

** In ''VideoGame/TheLegendOfZeldaBreathOfTheWild'', we get a sweeping shot of the Great Plateau when Link leaves the Shrine of Resurrection. Since Link has amnesia, this is again a whole new world to him. The page picture has Link further Southwest, with the Great Plateau visible on his left.



* ''VideoGame/ResidentEvilVillage'': When Ethan Winters got out of the woods, he saw the view of a European village for the first time. The view includes the castle and the mill.

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* ''VideoGame/ResidentEvilVillage'': When Ethan Winters got gets out of the woods, he saw sees the view of a European village for the first time. The view includes the castle and the mill.mill.
* In ''VideoGame/TheSaboteur'', you can find several lookout points with telescopes that give magnificent views on Paris and its surroundings. You even get contraband rewards for finding them.



* ''VideoGame/TrailsOfColdSteel'' has this as an actual collectable in III and IV, you can take landscape photos at certain points to send in for rewards.
* ''VideoGame/{{ULTRAKILL}}'': 2-1 features a long, enclosed corridor and upward shaft that V1 fights its way through before arriving on a huge platform overlooking the layer of Lust, with the Corpse of King Minos looming in the distance. Downplayed in that it's obviously accomplished with {{Retraux}} [[UsefulNotes/PlayStation PS1]]-style graphics, so there's not much to see visually, but the depth and scale of what the player is seeing accomplishes the same effect.

to:

* ''VideoGame/TrailsOfColdSteel'' has this as an actual collectable in III and IV, you can take landscape photos at certain points to send in for rewards.
* ''VideoGame/{{ULTRAKILL}}'': 2-1 features a long, enclosed corridor and upward shaft that V1 fights its way through before arriving on a huge platform overlooking the layer of Lust, with the Corpse of King Minos looming in the distance. Downplayed in that it's obviously It's accomplished with {{Retraux}} [[UsefulNotes/PlayStation PS1]]-style UsefulNotes/PlayStation-style graphics, so there's not much to see visually, but the depth and scale of what the player is seeing accomplishes the same effect.



* ''VideoGame/UnrealI'' exploits this every time they can with their largest levels, as evidenced by its intro:

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* ''VideoGame/UnrealI'' exploits this every time they can with their largest levels, as evidenced by its intro:features scenic vistas designed to boast the graphical capabilities of the UsefulNotes/UnrealEngine:

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* ''VideoGame/HalfLife2: Episode Two'': At one point, during the early stages of the episode, you're required to take a look at the scenery towards the destroyed City 17, an event that prompts a resonance wave that removes a fence and allows you to continue.

to:

* ''VideoGame/HalfLife'': The Surface Tension chapter has you crawl out of a pipe and onto a sheer cliff face of a desert canyon, which is the most expansive bit of scenery you'll see until you hit Xen. With every remake the beauty of the vista only grew in scope and detail.
** ''VideoGame/BlackMesaSource'' properly gave this treatment to the first glimpse of Xen as well.
**
''VideoGame/HalfLife2: Episode Two'': At one point, during the early stages of the episode, you're required to take a look at the scenery towards the destroyed City 17, an event that prompts a resonance wave that removes a fence and allows you to continue.

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* ''VideoGame/EldenRing'' features two such moments: The first being when the player exits the Hero's Grave and sees most of Limgrave laid out before them. The second is after beating Godrick and clearing Stormveil ([[DungeonBypass or not and going around]]) when the player is positioned on a cliff over Liurnia Of The Lakes and can see all the way to Raya Lucaria Academy, Mt. Gelmir and Leyndell, Royal Capital, three very important locations later on.

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* ''VideoGame/EldenRing'' features two such moments: has plenty of opportunities to showcase its glorious environments:
**
The first being when the player exits the Hero's Grave and sees that most players will see is the expanse of Limgrave laid out before them. The second is after beating them the moment they finish the tutorial dungeon, inviting them to begin their journey in the large world of the Lands Between.
** If you've defeated
Godrick and clearing or found a route around Stormveil ([[DungeonBypass or not and going around]]) when Castle, the player next Grace you find is positioned on by a cliff over overlooking Liurnia Of The Lakes and can see all of the way to Lakes, giving the player a view that extends towards Raya Lucaria Academy, Mt. Gelmir Gelmir, and Leyndell, even Leyndell the Royal Capital, three very important locations later on.Capital.
** The closest Grace in Caelid (not counting any teleporter traps) is located next to a cliff that overlooks most of the barren wasteland and the giant lake of Scarlet Rot in the center of the region.
** Once you set foot into Leyndell and embark on its battlements, you are treated to a glorious view of the capital city and the petrified corpse of the dragon that has breached its walls.
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** The massive GameMod project, ''VideoGame/BeyondSkyrim'', features one in its ''Bruma'' pre-release. As the player-character crosses the border to Cyrodiil at Pale Pass, and makes their way down from the Jerall Mountains, the player is treated to the sight of the lush and green Nibenay Valley stretching out in the lowlands before you, with Lake Rumare and the Imperial City at its center, and the red mountains marking the border to Elsweyr being just barely visible in the far distance, hinting at the scope the ''Beyond Skyrim'' project will have once its done.

to:

** The massive GameMod project, ''VideoGame/BeyondSkyrim'', features one in its ''Bruma'' pre-release. As the player-character crosses the border to Cyrodiil at Pale Pass, and makes their way down from the Jerall Mountains, the player is treated to the sight of the lush and green Nibenay Valley stretching out in the lowlands before you, with Lake Rumare and the Imperial City at its center, and the red mountains marking the border to Elsweyr being just barely visible in the far distance, hinting at the scope the ''Beyond Skyrim'' project will have once its it's done.
Is there an issue? Send a MessageReason:
None


** In ''VideoGame/TheLegendOfZeldaOcarinaOfTime'', when Link first enters Hyrule field, we get a panning shot of the whole thing. This serves a narrative purpose, as Link grew up confined to Kokiri Forest, and this is a whole new world to him.

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** In ''VideoGame/TheLegendOfZeldaOcarinaOfTime'', when Link first enters Hyrule field, we get a panning shot of the whole thing. This Most new areas get a similar establishing shot, but this first one serves a narrative purpose, as Link grew up confined to Kokiri Forest, and this is a whole new world to him.
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%%* ''VideoGame/AssassinsCreed'' is a natural pick, largely thanks to its abundance of climbable towers. 2 and Unity feature this trope prominently in their intros.

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%%* ''VideoGame/AssassinsCreed'' ''Franchise/AssassinsCreed'' is a natural pick, largely thanks to its abundance of climbable towers. 2 and Unity feature this trope prominently in their intros.
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not this trope


** ''VideoGame/XenobladeChroniclesX'': The game's AttractMode shows off the SceneryPorn of Mira.
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* ''VideoGame/PokemonBlackAndWhite'': Skyarrow Bridge gives you a wide view of Castelia City's skyline, complete with dynamic camera angles, as you cross it early in the game to enter mainland Unova.
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* ''VideoGame/AssassinsCreed'' is a natural pick, largely thanks to its abundance of climbable towers. 2 and Unity feature this trope prominently in their intros.

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* %%* ''VideoGame/AssassinsCreed'' is a natural pick, largely thanks to its abundance of climbable towers. 2 and Unity feature this trope prominently in their intros.
Is there an issue? Send a MessageReason:
None

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* ''VideoGame/TrailsOfColdSteel'' has this as an actual collectable in III and IV, you can take landscape photos at certain points to send in for rewards.
Is there an issue? Send a MessageReason:
None


** In ''VideoGame/TheLegendOfZeldaBreathOfTheWild'', we get a sweeping shot of the Great Plateau when Link leaves the Shrine of Resurrection. Since Link has amnesia, this is again a whole new world to him.

to:

** In ''VideoGame/TheLegendOfZeldaBreathOfTheWild'', we get a sweeping shot of the Great Plateau when Link leaves the Shrine of Resurrection. Since Link has amnesia, this is again a whole new world to him. The page picture has Link further Southwest, with the Great Plateau visible on his left.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** The massive GameMod project, ''VideoGame/BeyondSkyrim'', features one in its ''Bruma'' pre-release. As the player-character crosses the border to Cyrodiil at Pale Pass, and makes their way down from the Jerall Mountains, the player is treated to the sight of the lush and green Nibenay Valley stretching out in the lowlands before you, with Lake Rumare and the Imperial City at its center, and the red mountains marking the border to Elsweyr being just barely visible in the far distance, hinting at the scope the ''Beyond Skyrim'' project will have once its done.

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Compare CrowsNestCartography, which is more of a mechanic that allows the player to see points of interest, but still may involve showing off the game's world from high up. May involve a SceneOfWonder if the character reacts to a spectacular view. [[JustForFun/IThoughtItMeant Has nothing to do]] with [[UsefulNotes/MicrosoftWindows Windows Vista]].

to:

Compare CrowsNestCartography, which is more of a mechanic that allows the player to see points of interest, but still may involve showing off the game's world from high up. May involve a SceneOfWonder if the character reacts to a spectacular view. Contrast ScenicTourLevel, which is when a more linear game takes you through a more scenic level either to show off the visuals of the game in question and/or give you a taste of the environment. [[JustForFun/IThoughtItMeant Has nothing to do]] with [[UsefulNotes/MicrosoftWindows Windows Vista]].
Is there an issue? Send a MessageReason:
None


* ''VideoGame/MassEffect2'': In the "Overlord" [=DLC=], as Shepard and company travel across the planet, the Hammerhead?s VI will [[LampshadeHanging take note]] of a visually pleasing view for the player to witness nearby.

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* ''VideoGame/MassEffect2'': In the "Overlord" [=DLC=], as Shepard and company travel across the planet, the Hammerhead?s Hammerhead's VI will [[LampshadeHanging take note]] of a visually pleasing view for the player to witness nearby.
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The primary reason for doing this is the implication that the player can and will go to most of the places they can see at that moment, which not only gives the player a greater understanding of their impending journey, but also heightens the illusion that the game is larger than it is and really feels like an all-encompassing world, especially if the game is more linear in its design.

This is especially common in [[WideOpenSandbox open world games]], since they have a tendency towards large open spaces to begin with. It will typically come immediately after completing the tutorial or starting area, and may feature a striking shot of several [[NoticeThis important landmarks]] [[OpeningTheSandbox to give the player a good idea of where to go first]].

to:

The primary reason for doing this is the implication that the player can and will go to most of the places they can see at that moment, which not only gives the player a greater understanding of their impending journey, journey but also heightens the illusion that the game is larger than it is and really feels like an all-encompassing world, especially if the game is more linear in its design.

This is especially common in [[WideOpenSandbox open world games]], since they have a tendency towards large open spaces to begin with. It will typically come immediately after completing the tutorial or starting area, area and may feature a striking shot of several [[NoticeThis important landmarks]] [[OpeningTheSandbox to give the player a good idea of where to go first]].



* ''VideoGame/Fallout3'': When the player first leaves Vault 101 near the beginning of the game, they will be standing on a cliff with a sign with the words Scenic Lookout printed on it. From here the player can see the ruins of the town of Springvale and it's elementary school. In addition the settlement of Megaton can also be spotted in the distance as well.

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* ''VideoGame/Fallout3'': When the player first leaves Vault 101 near the beginning of the game, they will be standing on a cliff with a sign with the words Scenic Lookout printed on it. From here the player can see the ruins of the town of Springvale and it's its elementary school. In addition addition, the settlement of Megaton can also be spotted in the distance as well.



* ''VideoGame/{{Hades}}'' features one such location every level; in the very first room of each floor, there is a cliff that Zagreus can stare out over to look down into that level of the underworld, and a final one after [[spoiler:beating his father Hades where he can look down into snow-covered Greece]].

to:

* ''VideoGame/{{Hades}}'' features one such location on every level; in the very first room of each floor, there is a cliff that Zagreus can stare out over to look down into that level of the underworld, and a final one after [[spoiler:beating his father Hades where he can look down into snow-covered Greece]].



* ''VideoGame/HorizonForbiddenWest'': Unusually for an open world game, this actually occurs in the starting area. After her [[ShaggyDogStory escapade at the Far Zenith spaceport trying to find a GAIA kernel]], Aloy takes the huge Oseram elevator down into the Daunt, a narrow but beautiful and secluded valley which represents the very edge of Carja territory. The player can likely see all the way to Barren Light at the border of the Utaru territory from that high above, and the elevator ride's conclusion represents the first time they are truly cut loose and are free to explore the world.

to:

* ''VideoGame/HorizonForbiddenWest'': Unusually for an open world open-world game, this actually occurs in the starting area. After her [[ShaggyDogStory escapade at the Far Zenith spaceport trying to find a GAIA kernel]], Aloy takes the huge Oseram elevator down into the Daunt, a narrow but beautiful and secluded valley which that represents the very edge of Carja territory. The player can likely see all the way to Barren Light at the border of the Utaru territory from that high above, and the elevator ride's conclusion represents the first time they are truly cut loose and are free to explore the world.



** "[=NyLeve's=] Falls" has Prisoner 849 exiting from the ship to a large, vast wilderness with some rabbits and flies and huts. [[SceneryGorn And corpses]]. Just outside of the Vortex Rikers there's also the crash site, in a cliff that allows you to see the ginormous lower levels and the big lake.

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** "[=NyLeve's=] Falls" has Prisoner 849 exiting from the ship to a large, vast wilderness with some rabbits and flies and huts. [[SceneryGorn And corpses]]. Just outside of the Vortex Rikers Rikers, there's also the crash site, in a cliff that allows you to see the ginormous lower levels and the big lake.
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Compare CrowsNestCartography, which is more of a mechanic that allows the player to see points of interest, but still may involve showing off the game's world from high up. [[JustForFun/IThoughtItMeant Has nothing to do]] with [[UsefulNotes/MicrosoftWindows Windows Vista]].

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Compare CrowsNestCartography, which is more of a mechanic that allows the player to see points of interest, but still may involve showing off the game's world from high up. May involve a SceneOfWonder if the character reacts to a spectacular view. [[JustForFun/IThoughtItMeant Has nothing to do]] with [[UsefulNotes/MicrosoftWindows Windows Vista]].



* ''VideoGame/{{Uncharted}}'' probably has too many examples to list, as Drake and co. are constantly in high-up places looking out over ancient, abandoned, breathtakingly beautiful cities. The entrances to [[VideoGame/Uncharted2AmongThieves Shambhala]], [[VideoGame/Uncharted3DrakesDeception Ubar]] and [[VideoGame/Uncharted4AThiefsEnd Libertalia]] definitely all qualify, though.

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* ''VideoGame/{{Uncharted}}'' probably has too many examples to list, as ''VideoGame/{{Uncharted}}'': Drake and co. are constantly in high-up places looking out over ancient, abandoned, breathtakingly beautiful cities. The entrances to [[VideoGame/Uncharted2AmongThieves Shambhala]], [[VideoGame/Uncharted3DrakesDeception Ubar]] and [[VideoGame/Uncharted4AThiefsEnd Libertalia]] definitely all qualify, though.
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* ''VideoGame/SpecOpsTheLine'': Chapter 5-''The Edge'' is the first moment that lets Walker-and by extension the player-suddenly feel the verticality and scope of the city of Dubai, as the player realizes how high up they are after walking out onto the edge of the skyscraper they just battled through.

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* ''VideoGame/SpecOpsTheLine'': Chapter 5-''The Edge'' is the first moment that lets Walker-and Walker -- and by extension the player-suddenly player -- suddenly feel the verticality and scope of the city of Dubai, as the player realizes how high up they are after walking out onto the edge of the skyscraper they just battled through.
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* ''VideoGame/AssassinsCreed'' is a natural pick, largely thanks to its abundance of climbable towers. 2 and Unity feature this trope prominently in their intros.
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* ''VideoGame/MassEffect2'': In the "Overlord" [=DLC=], as Shepard and company travel across the planet, the Hammerhead?s VI will take note of a visually pleasing view for the player to witness nearby.

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* ''VideoGame/MassEffect2'': In the "Overlord" [=DLC=], as Shepard and company travel across the planet, the Hammerhead?s VI will [[LampshadeHanging take note note]] of a visually pleasing view for the player to witness nearby.
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** ''VideoGame/XenobladeChroniclesX'': The game's AttractMode shows off the SceneryPorn of Mira.

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** ''VideoGame/XenobladeChroniclesX'': The game's AttractMode shows off the SceneryPorn of Mira.Mira.
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Compare CrowsNestCartography, which is more of a mechanic that allows the player to see points of interest, but still may involve showing off the game's world from high up.

to:

Compare CrowsNestCartography, which is more of a mechanic that allows the player to see points of interest, but still may involve showing off the game's world from high up.
up. [[JustForFun/IThoughtItMeant Has nothing to do]] with [[UsefulNotes/MicrosoftWindows Windows Vista]].
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None


*** Second, if the player-character is following the game's main story after escaping Helgen, they will head to Riverwood and be asked to head down to Whiterun to inform Jarl Balgruuf. Following the path north out of Riverwood will eventually take the player to the edge of a ridge that overlooks Whiterun Hold, a massive plain with mountains in the distance and the hill on which the city of Whiterun itself is built, revealing the true scope of the game's world.

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*** Second, if the player-character is following the game's main story after escaping Helgen, they will head to Riverwood and be asked to head down to Whiterun to inform Jarl Balgruuf.Balgruuf of Helgen's destruction and that it was a dragon that did it. Following the path north out of Riverwood will eventually take the player to the edge of a ridge that overlooks Whiterun Hold, a massive plain with mountains in the distance and the hill on which the city of Whiterun itself is built, revealing the true scope of the game's world.
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[[quoteright:350:[[VideoGame/TheLegendOfZeldaBreathOfTheWild https://static.tvtropes.org/pmwiki/pub/images/zelda_07.jpg]]]]
[[caption-width-right:350:"[[VideoGame/TheElderScrollsVSkyrim You see that mountain? You can climb it]]."]]
The developers of a game put a lot of work into making that SceneryPorn, so they're going to want to make it stand out. Enter the Video Game Vista, a singular moment when the player is allowed to see the splendor laid out before them, typically from a cliff or other great height. This is usually preceded by the crossing of a threshold or scaling of a mountain of some kind to really make the eye-poppiness of the scenery stand out by contrasting it with an enclosed space.

The primary reason for doing this is the implication that the player can and will go to most of the places they can see at that moment, which not only gives the player a greater understanding of their impending journey, but also heightens the illusion that the game is larger than it is and really feels like an all-encompassing world, especially if the game is more linear in its design.

This is especially common in [[WideOpenSandbox open world games]], since they have a tendency towards large open spaces to begin with. It will typically come immediately after completing the tutorial or starting area, and may feature a striking shot of several [[NoticeThis important landmarks]] [[OpeningTheSandbox to give the player a good idea of where to go first]].

Compare CrowsNestCartography, which is more of a mechanic that allows the player to see points of interest, but still may involve showing off the game's world from high up.

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!!Examples:

*''VideoGame/BioShock'':
**''VideoGame/Bioshock1'': After Andrew Ryan concludes his "I chose Rapture" speech in the bathysphere, the player is treated to the first sight of the underwater city of Rapture, as a whale swims by and a giant squid shoots past.
**''VideoGame/Bioshock2'' opens with a more standard version, where Delta walks over a small underwater hill to see Rapture in complete and utter ruins, a shadow of what it looked like in the first game.
**''VideoGame/BioshockInfinite'' introduces Columbia in a manner [[AlternateUniverse deliberately very similar to the first game]], with an airship flying past Booker's capsule in the exact same way a whale did back in ''VideoGame/BioShock''.
* ''VideoGame/DantesInferno'': When [[PlayerCharacter Dante]] hijacks Phlegyas, he pilots him across a long bridge to the City of Dis. Once they're close enough, the camera pans out, showing a panoramic view of the whole city.
*''VideoGame/EldenRing'' features two such moments: The first being when the player exits the Hero's Grave and sees most of Limgrave laid out before them. The second is after beating Godrick and clearing Stormveil ([[DungeonBypass or not and going around]]) when the player is positioned on a cliff over Liurnia Of The Lakes and can see all the way to Raya Lucaria Academy, Mt. Gelmir and Leyndell, Royal Capital, three very important locations later on.
*''Franchise/TheElderScrolls'':
**''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'': At the start of the game, the Player Character arrives on a boat and, after a short ForcedTutorial, steps outside for the first time. The first view is of the coastal village FirstTown set in one of the greener areas of the island. Additionally, letting you know that this isn't going to be a run-of-the-mill MedievalEuropeanFantasy like the previous two games, is the Silt Strider against the far bank of the river. Finally, the orchestral swell of the main theme is timed to hit as soon as you step outside adding to the "epic" feel.
** ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'' features two:
*** First, after escaping from Helgen's tunnels, the player-character will have the eastern half of the Falkreath Hold arrayed before them, with sights like Lake Ilinalta, Bleak Falls Barrow and its mountain, and the valley between the barrow and the Throat Of The World directly in your line of sight to give the player a taste of the scope of the game.
*** Second, if the player-character is following the game's main story after escaping Helgen, they will head to Riverwood and be asked to head down to Whiterun to inform Jarl Balgruuf. Following the path north out of Riverwood will eventually take the player to the edge of a ridge that overlooks Whiterun Hold, a massive plain with mountains in the distance and the hill on which the city of Whiterun itself is built, revealing the true scope of the game's world.
*''VideoGame/Fallout3'': When the player first leaves Vault 101 near the beginning of the game, they will be standing on a cliff with a sign with the words Scenic Lookout printed on it. From here the player can see the ruins of the town of Springvale and it's elementary school. In addition the settlement of Megaton can also be spotted in the distance as well.
*''VideoGame/GodOfWar'':
**''VideoGame/GodOfWarI'' has a SceneryGorn example: after making his way through Athens, Kratos emerges from a tunnel through a cliff face, where he can see down into a huge valley where a ferocious battle is raging as a [[AttackOfThe50FootWhatever gigantic Ares towers overhead]].
**''VideoGame/GodOfWarIII'' features the entrance to Tartarus, a seemingly-endless volcanic plain that reaches out into the distance. Kratos doesn't stay long, though, mostly because of [[spoiler:Tartarus' most dangerous occupant, Cronos, trying to kill him]].
**''VideoGame/GodOfWarRagnarok'': There is a ridge in Vanaheim that showcases a beautiful view out over the jungle. The first time Kratos steps out over it the Celestial Wolves soar overhead and turn the night to day. Also worth noting is the mountain that holds [[spoiler:Faye's shrine at the end of the game where Kratos and Freya join forces]] that looms over the whole Lake of Nine.
* Vistas are downright a collectable in ''VideoGame/GuildWars2''. Reaching specific points in the map (usually requiring some platforming to reach) causes a cutscene to play out that zooms out and shows around the surrounding area, usually a particular point of interest. Getting all the Vistas is necessary to 100% complete a zone.
* ''VideoGame/{{Hades}}'' features one such location every level; in the very first room of each floor, there is a cliff that Zagreus can stare out over to look down into that level of the underworld, and a final one after [[spoiler:beating his father Hades where he can look down into snow-covered Greece]].
* ''VideoGame/HalfLife2: Episode Two'': At one point, during the early stages of the episode, you're required to take a look at the scenery towards the destroyed City 17, an event that prompts a resonance wave that removes a fence and allows you to continue.
*''VideoGame/HorizonForbiddenWest'': Unusually for an open world game, this actually occurs in the starting area. After her [[ShaggyDogStory escapade at the Far Zenith spaceport trying to find a GAIA kernel]], Aloy takes the huge Oseram elevator down into the Daunt, a narrow but beautiful and secluded valley which represents the very edge of Carja territory. The player can likely see all the way to Barren Light at the border of the Utaru territory from that high above, and the elevator ride's conclusion represents the first time they are truly cut loose and are free to explore the world.
* In ''[[VideoGame/{{KingdomHearts02BirthBySleepAFragmentaryPassage}} Kingdom Hearts 0.2: A Fragmentary Passage]]'', to get trophy nr. 24, the player has to reach the uppermost spot of Castle Town (a part of Cinderella's world). Upon reaching it, the camera pans out to show an aerial view of the town, then pans in to focus on the castle, as seen [[https://www.youtube.com/watch?v=RzbFkFwQyAk here (around 08:40 mark)]].
* ''VideoGame/TheLastOfUs'': Near the end of the game, Ellie runs off ahead of [[PlayerCharacter Joel]], who runs after her through a cramped abandoned building before coming out onto a balcony, where he sees [[SignatureScene Ellie petting a giraffe as its herd migrates through Salt Lake City]].
* ''Franchise/TheLegendOfZelda'':
**In ''VideoGame/TheLegendOfZeldaOcarinaOfTime'', when Link first enters Hyrule field, we get a panning shot of the whole thing. This serves a narrative purpose, as Link grew up confined to Kokiri Forest, and this is a whole new world to him.
**In ''VideoGame/TheLegendOfZeldaBreathOfTheWild'', we get a sweeping shot of the Great Plateau when Link leaves the Shrine of Resurrection. Since Link has amnesia, this is again a whole new world to him.
* ''VideoGame/MassEffect2'': In the "Overlord" [=DLC=], as Shepard and company travel across the planet, the Hammerhead?s VI will take note of a visually pleasing view for the player to witness nearby.
* ''Videogame/MetroidPrimeTrilogy'' generally adds a cutscene every time a new area is visited for the first time. Of particular note in their SceneryPorn value are the cutscenes for Sanctuary Fortress in Videogame/MetroidPrime2 and for Elysia in Videogame/MetroidPrime3.
* Early on in ''VideoGame/MonsterHunterStories'', after the player defeats the blight-infected Nargacuga, they run up a hill and see the rest of the continent spanning before them.
* ''VideoGame/ResidentEvilVillage'': When Ethan Winters got out of the woods, he saw the view of a European village for the first time. The view includes the castle and the mill.
* ''VideoGame/SniperElite4'': Upon reaching the clock tower ruins in the "San Celini Island" mission, Karl, and by extension, the player, is given an excellent view of the rest of the beautiful island, which of course shows most of the targets and objectives of the rest of the map, and also establishes how much bigger the maps in this game are compared to its predecessor.
* ''VideoGame/SniperElite5'': The opening section of "Spy Academy" showcases just how massive and beautiful the island of Beaumont-Saint Denis is, which in this case covers 3/4th of the map.
*''VideoGame/SpecOpsTheLine'': Chapter 5-''The Edge'' is the first moment that lets Walker-and by extension the player-suddenly feel the verticality and scope of the city of Dubai, as the player realizes how high up they are after walking out onto the edge of the skyscraper they just battled through.
* ''VideoGame/{{ULTRAKILL}}'': 2-1 features a long, enclosed corridor and upward shaft that V1 fights its way through before arriving on a huge platform overlooking the layer of Lust, with the Corpse of King Minos looming in the distance. Downplayed in that it's obviously accomplished with {{Retraux}} [[UsefulNotes/PlayStation PS1]]-style graphics, so there's not much to see visually, but the depth and scale of what the player is seeing accomplishes the same effect.
* ''VideoGame/{{Uncharted}}'' probably has too many examples to list, as Drake and co. are constantly in high-up places looking out over ancient, abandoned, breathtakingly beautiful cities. The entrances to [[VideoGame/Uncharted2AmongThieves Shambhala]], [[VideoGame/Uncharted3DrakesDeception Ubar]] and [[VideoGame/Uncharted4AThiefsEnd Libertalia]] definitely all qualify, though.
* ''VideoGame/UnrealI'' exploits this every time they can with their largest levels, as evidenced by its intro:
** "[=NyLeve's=] Falls" has Prisoner 849 exiting from the ship to a large, vast wilderness with some rabbits and flies and huts. [[SceneryGorn And corpses]]. Just outside of the Vortex Rikers there's also the crash site, in a cliff that allows you to see the ginormous lower levels and the big lake.
** "The Sunspire": Just entering the level, you witness the eponymous mountain, housing the central area, surrounded by a thin ledge with a bridge acting as the entrance.
** "Nali Castle": As if the intro of the game wasn't enough, just exiting from the cave nets you a long view of the eponymous castle.
*''VideoGame/XenobladeChronicles1'':
** ''VideoGame/XenobladeChronicles3'': Every time you reach a new area, the game gives a brief cutscene of SceneryPorn with the name of the region.
**''VideoGame/XenobladeChroniclesX'': The game's AttractMode shows off the SceneryPorn of Mira.

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